
Human Female
Light, quick and sharp with a gun.
- Health
- 80
- Strength
- 10
- Dexterity
- 20
- Wisdom
- 20
A small dev island, where the game's foundations are being built: movement, aiming, the first weapons and creatures, accounts and the launcher. Factions, thumpers, crafting, magic and the rest on this page come later.
Oraclerium is early in development. This is the idea so far, and it will change along the way.

An alien world rich in Oracite, a crystal everyone wants. You arrive as a recruit with a pistol and a blade.
Oracite gives off a signal. Nobody knows why yet.
Most resources come out of the ground with a thumper.

A thumper takes a while to finish, and the noise draws attention.
Safer ground gives less. Riskier ground gives more.
Made by players. Better ones dig more.
Alchemists gather what grows and what roams.
Towns and your home are safe.
Some areas are off limits for fighting other players.
Everywhere else, anything goes.
Ground can be taken and held.
Die out there and you leave some of what you carried behind. Your gear stays with you.
Combat is a shooter, not a tab-target rotation. You aim, lead, reload and manage ammo, with melee and energy weapons and magic.
No classes and no experience for kills. Every skill improves as you use it, and races differ in what they learn fastest.
Immersive quests, PvP, crafting and mining, trade, clans, housing, then vehicles, mounts and familiars, global auction house, faction warfare.
Playable in the browser from day one, so anyone can test right now. What players report shapes what gets built next.
Anyone can learn any skill. Races differ in body and strengths.

Light, quick and sharp with a gun.

Tougher, and better with a blade.

Big, slow and hard to put down.

Frail, with the sharpest mind.
No experience points for kills. Skills improve as you use them.
In the game now: Weapon Tech and Melee. Coming later: shapeshifting, familiars, magic, crafting and more.
Guns. The better the gun, the more skill it takes.
Blades and anything else you swing.
Other ways to fight, each a skill of its own.

Learn to cast by casting.

Take the form of a creature.

Creatures you raise, and ride.
Crafting, trading and building.

Vendors sell the basics. Most gear is made and sold by players.

One of the damage types, and good at getting through armour.

A place of your own.

Towns built and run by clans.
Crafting professions that are planned. Like every skill, you get better by doing.

Guns and blades.

Armour and shields.

Medicine and brews, from plants and creatures.

Thumpers, devices and jetpack parts.
Creatures get bigger and tougher as they level.

Stounts nest wherever a thumper has gone quiet. Old diggers swear they hear the ground shift before any instrument does.

Every Stount nest answers to one of these. She was here before the first claim was staked, and she remembers who dug where.

Flobs graze on the crystal dust a thumper throws up. By the time one dies its shell is mostly Oracite, so nobody leaves a dead Flob lying around for long.
Grows into: Naton, Slabon

A Clegurk will sit on the same rock for a week. Its tongue is out and back before you have finished deciding to shoot.

Faduns drift toward the signal at night. Alchemists boil them down into something that glows in the dark and tastes worse.
Grows into: Didon